Hey newt,
thanks for your reply. I knew that my attempt would fail badly
idea is more of a layout "inside" a layout.
For now I wil drop the term "container" and cal it "mymagicobjectwithitsownlayerandeventshet" for short "mmowiolaes".
Ok, I create a new Game. Then on my normal layout I create a mmowiolaes. Now I can rightclick this mmowiolaes and select edit. A new layout pops up. It?s the layout of this mmowiolaes object. Has now boundaries just a center cordinate 0,0. Inside I can work like in a normal layout. Create sprites, events, particle systems ect.
I create 3 diffenret particle systems. Each with a spawn rate of 0.
Inside the object options (tab on the left) of particle system I can check a box under "rate" marked EV with a single textfield. EV means expose variable. I?ll type "Particles1.rate".
I close this mmowiolaes. This object is now inside my global library and I can drag it into every layout I?m working on.
In my layout of choice I drag an instance of this mmowiolaes onto the canvas/layout. From here on I can alter the rate of the particle system inside this mmowiolaes via the exposed variable:
+ Collision between objecta and objectb
- set mmowiolaes.x to objectb.x
- set mmowiolaes.y to objectb.y
- set nameofmmowiolaes.Particles1.rate to 500
Just a small example to make it clear I hope. I found the container object in the Wiki. That?s normaly the first place to lok for exotic parts of construct.
Gretings
Soulsliver